You can see in
inventory right from the beginning everything you should pick up in the
course of the game. Everything you have picked up/collected during the game
will be lit then in inventory.

Please keep in mind
that this Walkthrough is made after the German version of the game. Some of
the persons or places may have other names.

There’s a lower and an
upper part of the school. You can reach the upper part only after passing
the 3 examinations.

Look out! After you are
allowed to the upper part of the school you can’t reach the lower part
anymore. So first do everything you must do on the lower part of the school
before taking the 3rd exam.

The different visions
you will have as Lydia tells you the tale of Celeste’s and your childhood,
the tales of Celeste and her family and your own tale. The visions are a bit
lengthy, but they are important for the understanding of the continuation.

Next task
= an information what you should do next. Then there is following the
text with the description of the way how to fulfil the next task. But you
can play the game of course as you like (see also last dot).

For this WT we used the
“next task arrow” of the integrated hint system step by step.

In
red are written the things you must collect.

In
blue are written important hints.

There has been a bug in
the German version: if you didn’t follow the “next task” arrow of the hint
system until you reached the first examination door, you couldn’t open the
door. Frogster promised to eliminate the bug in the English version. To be
on the safe side, please follow the WT until you reach the first examination
on page 6/7. Or follow the integrated hint system.

Beginning

You will see and hear
memories from the director of the school, and then you will find yourself in
the woods and Mustavio, a trader,
explains the rules of the game. Very
interesting and important! Listen and follow him up the hill to the wagon. Ask
him (for example) how to use the magnifying glass and test it on the small box
on the front side of the wagon. Open the small box, take the bottle of wine
and click on the arrow on the left down side of the screen. Unfortunately the
bottle disappears inside the small box again, but that was the
trigger to send Mustavio down the hill.
Follow him and you will reach (automatically) the heavy door of the school.
Look for someone to help. Go to the right side (screen view) and follow the
path into the woods until you reach the river and Mustavio the trader. Talk to
him and ask him everything. He can’t help with the door but he mentions
pieces of a game that he would like to sell
to you. No money (you will get them from him later on anyway!), so go back to
the school and opposite the door to the pavilion. Click on the ring and you
are standing in front of your first puzzle.

Door bell puzzle

Note:

With a click on the
Minotaurs they will rise and hit the bell that comes down. Try it to
understand which bell will be hit by which Minotaur.

Find the right sequence
of bell hitting. That opens the school door.

Solution:
click the blue button

then click on the
Minotaurs as follows:

1

top right

2

down left

3

top left

4

down right

You enter the school and
realise that funnily enough nobody’s around. Go to the right and right of the
stairs in a passageway, at the rear to the right (garden side) and all the way
to the right, up a few steps and into a room with
cupboards on the left wall and shelves
on the right. A wolf calls for help from out of the cupboards. Talk to him and
then open the door by clicking on the blue shining symbol above it. Meet Zak.
Open also the left door of the cupboard where Zak was in and take a
bunch ofkeys.

Next task: find the
enchanted “Way of the cross”

Go back to the entrance
of the school (with the dragon fountain in it) and up the right
staircase to the top. There turn to the right and immediately after the
bookcase on your left turn round the corner and go down the stairs you’ll see
in front of you. At the bottom of the stairs turn left and go up the stairs
you’ll see in the background. In this room you will find a
burned book on the floor at right. Hear what
Zak has to say. Now cross the bridge in front of you and have a first look at
the game “The Labyrinth of the Minotaur”
straight ahead. You can’t play it now, so turn to the right and at the end of
the room (“ah fresh air!”) go down left and then left again down the stairs.
At the bottom turn right and follow Zak. At the end of the garden you will
find Celeste’s doll and you will have your
first vision. Afterwards you will find yourself as if by magic in the entrance
hall in front of a closed gate. You need electric power to open the gate.

Next tasks: find the
cellar, Mustavio’s crates in it and the hidden way out

Go all the way back to
where you’ve found the doll in the garden (up the right staircase…. rest see
above). In the garden, at the end of the paved path, go right down the stairs
and into the cellar. Alas, another accumulation of rooms. Go down the stairs
and “discover” the different rooms. (Best make a
plan of the cellar). You will need it later because you will return to
this place again and again).

Go down the stairs, turn
right and right again at the arched stairs. Find and look close at Mustavio’s crates
(his name is printed on the crates. You can take nothing with you, it’s only a
trigger) go and find the hidden way to the outside. It’s a gap in the wall
(hint: do you hear the wind howling? Then you’re near it. It’s on the bottom
most part of the cellar). From the Mustavio's crate, exit back to the second
landing of the basement-cellar and go left of the stairs going up. Go forward
to right screen until you see gap on wall. Go through the gap and, “oh no!”
you’ll drop the amulet that Celeste gave you, back in the childhood. Maybe
Mustavio can fix it later? For now go on to the right (river on your right
side, waterwheel in front) and out of the room. Then down the stairs and you
will see the next puzzle that awaits you.

The weight puzzle

Here the solution:
there are a left and a right wooden wheel, a lever each on the left and right
side of the two wooden wheels and weights left and right

• Click on the
right wooden wheel (lifts the

right weight to
the top)

• Click on lever
left of the right wooden wheel

(drops the right
weight three positions, lifts

the left weight
to the top)

• Click on lever
left of the left wooden wheel

(drops the left
weight to the bottom)

• Click on lever
left of the right wooden wheel

(drops the right
weight to the bottom, lifts

left weight two
positions)

• Click on the
right wooden wheel (lifts the

right weight to
the top)

• Click on lever
left of the right wooden wheel

(drops right
weight one position, lifts left

weight to the
top)

Now both weights should
be on the same level with shining lamps on either side (as in the picture of
the Walkthrough)

Click on the rune between
the weights to lighten it. Both weights are moving to the starting point
(automatically) and the drains are functioning now.

Well done, but that was
not all to bring power to the school. Go back the way two steps (waterwheel on
your left) and straight ahead into the machine room.

Note:

With solving the weight
puzzle you activated the first machine

There are four more
machines which you must activate using the 8 stands.

You must do it via the
four controllers you must find in this room

The lines on the
controllers represents possible ways

Operate the four
controllers in the right sequence to find a way to activate the machines

Look at the scheme on
the picture of the Walkthrough and put the holds around the discs of the
controllers accordingly (yellow line = flow of energy). This is just one
solution or path of the flow of energy that can be done.

according to the plan the handle must stand here on “II”

This is one solution:

Note: this can be done in any order. It
described so that you can follow the flow of the energy.

After you completed the weight puzzle, enter the door that is blocked right of
the big water wheel.
You will now be at the middle level of 3 levels of the machine room.
1. Look close at stand right of the stairs to go outside at middle level.
Place the handle to be at the III mark of the outer rim. You will then arrange
the flow from bottom right to top right. The III mark is inside the angle made
by the 2 lines.
2. Go to landing of stairs of middle level to top level. Look close at stand.
Place the handle to be at the III mark of the outer rim. You will then arrange
the flow from bottom left to next left. The III mark is inside the angle made
by the 2 lines.
3. Go down to middle level and look close at stand close to the main stairs.
Place the handle to be at the III mark of the outer rim. You will then arrange
the flow from left to next left - straight line. The III mark is top the
straight line made by the 2 lines.
4. Go to top level of the machine room. Look close at stand close to the open
doorway. Place the handle to be at the II mark of the outer rim. You will then
arrange the flow from right to go up . The II mark is inside the angle made by
the 2 lines.
5. Go to right side of the top level of the machine room. Look close at stand
close to the right wall and lil below the other stand. Place the handle to be
at the III mark of the outer rim. You will then arrange the flow from down to
go right. The III mark is inside the angle made by the 2 lines.
6. Go to the other stand above this one. Place the handle to be at the I mark
of the outer rim. You will then arrange the flow from left to go right. The I
mark is above the straight line made by the 2 lines.
7. Go to stand at enclosure at top level of the machine room by doorway. Place
the handle to be at the I mark of the outer rim. You will then arrange the
flow from left to go up angled to the left. The I mark is inside the angle
made by the 2 lines.
8. Go to lowest level of the machine room by the wheel. Look close at stand.
Place the handle to be at the II mark of the outer rim. You will then arrange
the flow from lower right to go left to the end gear. The II mark is inside
the angle made by the 2 lines.

You will then see cutscenes of the 4 machineries-controllers moving and Zak
will say that there is power now.Bravo! Now you brought
back power to the school.

Next task: open the gate
in the entrance hall (where you landed after your last vision!)

Go back to the school
entrance and, behind the dragon fountain, to the still closed gate. Pull the
lever on the left side of the gate and now you can enter. Go up the stairs and
“oh no, another one of this weird visions”. After the vision you will find
yourself in front of stairs. You are now in the “whispering staircase”, going
up to the hall of the watchers (guards).

Next task: open the door
to the hall of the watchers and talk with every one of the three Minotaur
guards.

Go all the way up to the
blue door and knock. Dear me, how frightening! After the door is open go up
again and talk to the Minotaurs, the watchers of the hall.

Note:

If you save the game
here, you can come back anytime to hear again what they have to say

Each one of the three
Minotaur represents one of the examinations you have to go through

Talk to each of the
three Minotaur and listen carefully. They will explain everything to you

Make a mental note of:
“three portals without handles”, and “wooden
stick”

Next task: find
caretaker’s key

Lydia finds a key here

Go all the way
down, past the dining room window

to your right (have
a look inside!), and then another

flight of stairs
and you will find and take from the

floor the
key that belongs to the caretaker. Note
the

numbers on
it: 2 4 3 4 5.

Now, you must find
the office of the caretaker.

Go down to
the entrance hall and this time take the staircase left of the dragon
fountain. Go up the stairs, on top turn right, go forward two times and turn
left to the wood door. Open it and examine the room. Here you will find on the
desk a partially burnt parchment.

You can
read only the letters m b f x,
means there are missing a few letters. A code maybe?
Take also the note (they tried
to send you back home!!). Look at the big map at the wall (unreadable because
it’s written in rune writing)
and find left of it, ajar to a closet, a beautifully made wooden stick
with your name written on it. Take it and you will have the wooden stick
to open the portals of the examination rooms
the watchers talked about. Remember? On the right side of the wall map, on the
lower side of the bookcase, you see a safe with a diadem in it. Crack the
safe!

Safe puzzle

Note

The code for the safe
is the number on the key (24345). You must set this numbers into the number
plate above the safe.

While twisting the keys
under the number plate, the number you are working on increases itself by 1,
the corresponding number (which turns with the one you’re working on)
increases itself by 2 numbers.

Solution: Number the
digits left to right from 1-5,

begin with the
4th code number

and put it to 4
(you should have 12141 now).

Now turn the 2nd
key to 4 (you should have 14541 now).

Next turn the 3rd
key to 3 (you should have 14342 now).

Next turn the 5th
key to 5 (you should have the right

sequence now:
24345). Turn the big key on the right

and you can take
the diadem.

With the
diadem you are able to read the map on the wall and of course the pages you
already found (in inventory-read them all). It seems that the pages are a
formula for a transformation potion.

Next task:
read the writing on the plate of the dragon fountain

Go down to
the entrance hall and look close at the plate, written in rune writing, that’s
fixed on the front side of the dragon fountain. Click also on the
fountain/dragon itself and hear what Zak has to say. You need that knowledge
for the first examination. And it’s high time to pass the examination.

Go (behind
the dragon fountain) through the gate and up the stairs until you reach the
first landing. Turn right and you see the stone door of the first examination
room. You don’t know how to open it? Run all the way up the stairs (and note
on the way the other stone door
to your left – that’s the room for
examination no. 3)
until you reach the top and the room of the three watchers again. Ask them how
to open the examination room doors.
Aha!, with your magical wooden stick: “turn the stick three times, knock the
end of the stick on the floor and point with it at the gem”. It’s obvious!

Go back
down to the first landing where you found the first stone door a little while
ago. Open the door and pass the-

First
examination: faithfulness

Click on
the lion head and have a chat with Zak. Then click again on the lion and the
three beasts are placing three questions:

1.Question: which are the real value representing the highest
ideals of the academy?

Answer: wisdom, strength, balance (No. 3 top down)

2.Question: What would you sacrifice to be a great magician?

Answer: time (No. 2 top down)

3.Question: What happened to the magician Nightingale after he
learnt to conjure magic?

Answer: He learnt that the absolute power means nothing
without

wisdom (No. 4 top down)

Great,
you’ve done it! In the blue crystal ball you can see that one of the Minotaurs
is standing back from the others.

Now go out
of the room and look for the door to the second examination. That’s a bit
complicate. First, go down the stairs, out of the gate to the entrance hall
and right of the dragon fountain up the staircase to the top (you see
bookcases in front of you). On top of the stairs turn right and go through
that room to the next staircase on the left backside of the screen (right of
the pillar you should see a green carpet on the wall). Go up the stairs to the
top and out the wooden door. You are on a balustrade of the outer wall now. Go
left (oh, poor Zak
is frightened. He has the
altitude sickness!),
round the corner and enter the next wooden door. Cross the bridge (you are
inside the academy again) and take the pages
from the floor (notes how to plant a Nigilis Tree and how to use the fruits of
that tree for the transformation potion). Go down the stairs and shatter the
door to the-

Second
examination room

Note:

Inside, note the broken
window on the
upper balcony

The examination you
have to pass is located on the balcony on the opposite side of you. You must
find a way to get there.

You can’t
do it alone! Let Zak help you.

You have to move the
stairs and bridges according to that task

Pull the lever next to
you and look how the bridge moves

Try to pull the lever
again and, alas, nothing happens. Guess you have to do other things first.

Next task:
find the secret study room

For now
leave the room, go out the door into the open and there to your left in
direction of poor Zak. You will find another study room (bookcases and
chairs). Read the plaque on the floor about Nightingale and Winterowl. Find a
door with a game that you first have to play before the door opens.

Dragon
puzzle

Note:

You see on the left side
3 green dragons (number them from left to right G1-G3) and on the right side 3
white dragons (number them from left to right W1-W3)

Move all the green
dragons on to the right side and the white dragons on to the left side:

Solution: Start
with:

G3 -
W1 - W2 - G3 - G2 – G1 - W1 - W2 –

W3 -
G3 - G2 - G1 - W2 - W3 - G1

An owl is
passing over your head. You enter the room, traverse a corridor and find
yourself on another balustrade in the open.

Wow! What a
view over the garden! Make a mental note
of your position and the garden, especially the round garden bed left of the
small stone bridge.
You will need to find your way back here again after the tree is high enough
to….. well…. that will come in the near future. For now go straight ahead and
enter another room. That’s a so called study balcony (well, I call it that)
on an upper floor of the entrance hall. See the staircases, the dragon
fountain and the entrance door below you? Find another few
pages
on one of the tables. (Description of a flower (heather
or headen)
that one needs for the transformation potion, and a few notes about a tree which
can talk
and walk). Read the plaque on the floor.

Next task:
find the trader Mustavio in the woods

For now,
leave the room again, go back to the outer balustrade (garden view) through
the room with the dragon-puzzle-door and out again (poor Zak) and all to the
right until you reach the rightmost wooden door. Enter and go all down the
stairs to the entrance hall and out of the academy into the woods (right of
the academy doors - screen view).

Talk to
Mustavio about everything, especially about the wine barrels, casks that
belongs to Mustavio and whether he can fix your broken amulet. He asks you to
find the caretaker. Tell him you couldn’t find him so Mustavio will make a
deal with you: you find the casks, the wine barrels and a way for Mustavio to
cross the river with the barrow and he will fix your amulet.

You have
found the casks already earlier, remember? Tell him that.

Next task:
find the wine barrels in the cellar and a way for Mustavio to cross the river
with the wheelbarrow

Go back to
the academy entrance hall, up the right staircase to the top, turn right and
immediately after the bookcase on the left turn the corner and go down the
stairs, go left, cross the room and afterwards the bridge, cross the study
room (in the open) to the right and this time, out of curiosity, you don’t go
down (at least for the time being) but up the stairs on the right wall. Enter
the dining room and to the right the kitchen area. Examine the rooms! Take
from a table the last pages of the
notebook.
Read it and learn about the tree leaves that are necessary for the
transformation potion. In the kitchen itself note the floating
fireball
(you can brew the potion here if you have everything that’s needed!), and in
the pantry the elevator.
Get in and you will find yourself in the wine cellar were you’ll find, on the
same floor a bit to the right, the wine barrels of Mustavio. Go down the
stairs and to the left again and down another few stairs and open the door to
the elevator machine room. Pull the lever on the left and look how a lift is
coming down. Go out of the room and note the cauldron
in the left corner. Would be perfect to brew the potion to transform Zak into
a dragon, but it is too heavy for you to lift. Left of the cauldron is an
archway,
but it’s walled up. Why that? Could that be a secret door? Nothing further to
do here so let’s control that walled up door. That must lead to the cellar
behind.

Go up the
stairs and back with the elevator to the kitchen and up the next stairs to the
dining room. Cross the room and leave through the door you came in. Go down
the stairs and immediately left and left again to the garden. At the bottom of
the stairs go right and along the paved path to the cellar rooms. Go down
three flights of stairs and then go forward until you find in the wall a blue
crystal and written on the wall three letters. That’s a magical lock. Open it!

Cellar Lock
puzzle

Note:

You see the letters m s
k. Clicking on every one of these letters will change the entire combination

Find the two missing
letters by studying the different combinations and the allocation of them

Fill in the combination
by clicking on the letters in the right sequence (means for example:
click on m, there will appear a new combination (c s b). Click on
b and a new combination will appear (x t r). Click on the next letter of
the solution, and so on).

Solution:

m b
t
f
c
x

(the
missing letters are t and c)

Go
inside now and you are standing again

in
the wine cellar.

So,
you have found Mustavio’s casks and

Mustavio’s wine barrels up to now.

Now
to the river.

Next task:
build a bridge over the river to were Mustavio is waiting

Go back out
again into the cellar and one other flight of stairs down to the bottom most
part of the cellar and look again for the gap in the wall (you already have
been here remember? Going to the weight puzzle!). Go through the gap and all
the way along the river on your right until you reach the stairs. Don’t go
down for now! Turn to your left and pick the plant
that is growing there. It is needed for the transformation potion. You will
find the plant in three different colours. Take what you like best-colour
doesn’t matter. Now go down and out (for your guidance: weight puzzle on the
left behind you). Go down the stairs into the garden and straight ahead, river
always to your right. After a time you can see something like a signpost a few
paces ahead to your right, at the same time another vision comes over you (a
speaking tree! Didn’t we read in one of the many notes about that tree, called
Ent?!). After the vision you’ll find yourself on a clearing and Zak has
vanished. Go find him (go left – screen view) and there he is! Go strait
ahead, cross the wooden bridge and stay on the path and you will eventually
reach the signpost again, this time from the north. Click on the fern tendril
below the signpost and look in astonishment how a bridge is being built. (Have
patience!). Cross the bridge and talk to a happy Mustavio. Tell him that
you’ve found the wine barrels and he will give you two pieces of
a game
(Minotaur and Goblin) as a “Thank-you”.

Next task:
play the game “Labyrinth of the Minotaur” and you win another ingredient for
the transformation potion

Go back to the entrance
of the school (with the dragon fountain in it) and up the right
staircase to the top. There turn to the right and immediately after the
bookcase on your left turn round the corner and go down the stairs you’ll see
in front of you. At the bottom of the stairs turn left and go up the stairs
you’ll see in the background. Now cross the bridge in front of you and you
reach the game “The Labyrinth of the Minotaur”
strait ahead (study room in the open).

“Labyrinth of
Minotaur”

Goal: move the Goblin
out of the game (upper left corner) without being caught by the Minotaur

Note:

For every field you
move the Goblin, the Minotaur moves two fields

The Minotaur isn’t
moving very efficiently. Try to understand his moves!

The Minotaur is moving
horizontally most of the time except if he finds himself on the same level
as the Goblin. Then he is moving vertically or however he likes.

Try to hold up the
Minotaur behind one of the walls as long as possible

Go to
the right and down the stairs into the garden (you already have been
here several times), this time turn to the left at the bottom of the
stairs (right would be direction of the cellar) and round the corner and
over the small stone bridge to the garden bed. Plant the seed by
clicking on the garden bed and look close at the three
signs
that surround the garden bed, especially the one with the “Rune of the
light”. One of the runes represents the seed,
the other represents the light
and the 3rd represents water.
All three are needed to let grow the tree. You have already planted the
seed and it needs now magical light, so go up the stairs in the
background to the octagonal turret with a giant stone dragon statue on
it. At one side of the turret you will find the -

“Rune
of the Light” – Puzzle

Goal:
the dragon above the turret should send a ray of magical light to the garden
bed.

Note:

With the controllers
you must reproduce the “Rune of light” sign on the garden bed

You must move three
of the controllers to get that sign

Solution:

on
the left side: push second from top controller to the right

and
on the right side: push top controller and second from

top
controller to the right (see picture)

Now
to the last needed element (symbolised through the

3rd
rune): water.

By
looking down you see that there’s no water in the basin

round
the garden bed

Next task:
search the water pump room and fill the basin with water

Go all the
way back where you came from: past the “Labyrinth of the Minotaur” game, cross
the blue tiled bridge, cross the room after the bridge and go down the stairs,
then cross the next room and you’ll stand in front of a blue tapestry with two
dragons on it, hanging on a wall. Left of that wall you can see stairs going
down. Follow the stairs until you reach a door. Let Zak help to find the right
key. Inside the room you see on your right the control desk of the water pump.
Open the lid and you stand in front of the -

Waterworks’
Puzzle

Seems that
the gearwheels are a bit in disarray and that you only have to put the right
gearwheels into the right places or in other words: join the related
gearwheels together.

before and after this

Solution: Number the
fields from top left to bottom right from 1-16 (see picture). Click on the
fields to shift them:

move field
12 to field 14; move field 16 to field 10; move
field 8 to field 9;

move field
12 to field 5; move field 8 to field 1; move field
16 to field 6;

move field
16 to field 7; move field 4 to field 11; move
field 2 to field 15

Pull the
lever on the right of the gearwheel field (lid should close automatically
after a short time of waiting)

The
gearwheels are functioning, but the pump doesn’t work yet. Go down the stairs
along the wall to the bottom most part of the room (you must see two huge
brown wheels on your left) and pull the lever there. You just activated the
pump. Look how the water is flowing to every fountain and basin of the school
– except maybe to the basin round the garden bed, where you planted the seed!
Go right there now and have a look! Left of the small stone bridge you notice
a stone slab with a hole in it and the rune sign of water on it and in front
of it a lever. Pull it and the water will flow now in a waterfall. Anything
else? Oh yes!, you have to recite the correct charm and now look how rapidly
the tree is growing! But alas, the fruits, as always, are too high to catch.

Next task:
go up onto the outer balcony/balustrade of the academy and pick one of the
fruits

Once more
go all the way back until you reach the blue wall tapestry with the dragons on
it, and the stairs going down to the waterworks, but this time you go up
the stairs to your right and on top of the stairs turn right again and up
the stairs in the background. In the open now turn left (screen view) and go
past the 2nd wooden door into the study room. Cross the room and go
left through the now open door (remember the Dragon puzzle?) and right onto a
wooden platform (inside the academy again). Go straight ahead until you
reach the open again and the balcony where you can pick a big silver
fruit
from the magical tree Nigilis.

On your way
back, standing on the inner balustrade with the wooden floor, you see below
you Mustavio walk the bridge on a lower floor of the academy.

Next task:
talk with Mustavio about your broken amulet

Go all the
way back, through the study room and the outer balcony, past one of the wooden
doors (leading to the 2nd examination) into the next one and down
the stairs and right again down the other stairs that leads to the garden. At
the bottom of the stairs (stairs you just came down on your left, stairs to
the garden in the background) turn right and talk to the waiting Mustavio.
English version: Or Mustavio is at the middle alcove of bookshelves before
the stairs to go to the minotaur maze. He found spare parts with which he can
fix your amulet. But he needs several tools to do it and you have to find them
for him.

Next task:
go find the tools and bring them back to Mustavio

Remember
where you’ve found Zak at the beginning of the game? In this room you will
find the missing tools. So go all the way to the entrance hall of the school,
go right of the
right staircase in a passageway, at the rear to the right (another garden) and
all the way to the right, up a few steps and into the room with cupboards on
the left wall and shelves with tools on it on the right. With the
tools in inventory go back to where you just
met Mustavio in the school and he fixes your amulet. That reminds you of the
speaking tree, the Ent Elvandar.

Next task: go looking for
the speaking tree in the woods near the river

Go via the entrance hall
out of the school and to the right of the school all along the path until you
reach the bridge you made over the river out of a fern tendril (and

where you spoke several
times with Mustavio). Cross the bridge and follow the path to your right. You
will eventually come to a small wooden bridge. Cross it and near this bridge
you will find the speaking tree Elvandar.

He speaks with you
only after you played the amulet song

to him. (Be
patient, Elvandar is a bit slow moving.)

In the end, he will
let grow (only after asking him where to

find such a plant!)
a much needed heather (headen)plant for

the transformation
potion. Take it!

Next task: try to
brew the transformation potion in the kitchen of the school

There are different ways
to reach the kitchen from here. One of them: go back again into the entrance
hall and up the right staircase. On top turn right and go all the way in
direction of the garden and cellar. After passing the “Labyrinth of the
Minotaur”-game in the open study hall go to the right and up the stairs along
the wall into the dining room and, after passing the unlit fireplace with the
rune sign of “Fire” painted on it, to the
right down all the way to the kitchen. Now you have all the ingredients for
the transformation potion and a lit fireplace in the corner but no
cauldron. (Click on the floating fireball:
it’s a trigger for the cauldron sequence).

Next task: go fetch the
cauldron you’ve found in the wine cellar earlier and move it to the kitchen

Go to the right into the
pantry and go down with the elevator into the wine cellar. Walk down a few
stairs into the elevator machine room and call the lift for the goods (if not
already done earlier!) down to the ramp. Outside again click on the cauldron
in the corner of the wine cellar and you automatically pull-push it to the
ramp. Go back into the elevator machine room and send the lift up one level.
Go up to where the cauldron now is and pull-push it to the elevator going up
to the pantry (click on the blue crystal right of the elevator to send it up).
Zak and you are following on the way round the house (because the elevator is
already taken by the cauldron). The way to the kitchen: go up all the cellar
stairs until you reach the open. Go along the paved path to the stairs leading
up into the school and take the stairs along the left wall again (as done
before) to the dining room and, inside, to the right to the kitchen again. In
the pantry you can see the cauldron in the elevator. Pull-push it to the
fireplace by clicking on it. Once on the fireplace click again on the cauldron
and you will brew automatically the transformation potion (Yummy!). Zak is
drinking it, is keeling over and you want to fetch water for him when another
vision blurs your mind.

After the vision you’ll
find yourself in front of the arch leading to the next examination. Zak is
missing and you turn to go and find him. Oh!, what a cute little cat. After
the cat spoke you realise that the transformation potion wasn’t the one for
dragons but, alas, for cats and Zak is exactly this cat now. But a cat is more
helpful then a wolf with the problem of moving the stairs in the examination
room from two sides! As cat, Zak can clime through the broken window high
above the examination room (do you remember? Look at the “notes” under the
title “Second examination room”) and can place himself opposite your balcony
so you two can move the stairs from both sides.

Next task: persuade Zak
to climb the rooftops and walk into the examination room through the broken
window

You both go back to the
kitchen and to the pantry (out of this room onto the outer balcony, to

the right and through the
next wooden door, down the stairs, on bottom keep left, go down the

stairs and all the way in
direction of the garden, pass the “Labyrinth of Minotaur”-game and go up the
stairs along the right wall). In the pantry you will find a worktop on the
left side with a window behind it. Click on the window and very courageous Zak
is climbing the rooftops whereas you are running (automatically) back to the
examination room.

Next task: move,
together with Zak, the bridge

Goal: you must get to the
other side; the exam of wisdom is waiting

Bridge puzzle

Note: Lydia and Zak
have to look at the respective lever (click on magnifying glass over the
lever). Only then can you choose from three different sentences to decide what
to do as Lydia or as Zak

Solution:

Lydia clicks at the
lever beside her. Choose: “Zak should do something”

As Zak, cross the
bridge and pull the lever on the other side (Zak is looking at the
lever, after crossing the bridge. Then choose: “I try this lever”)

The bridge transforms
into stairs

As Zak, look at the
lever again and choose: “Lydia should do something”

As Lydia, go up the
stairs, look at the lever and choose: “Zak should do something”

As Zak, pull the lever
(“I try this lever”)

The stairs transforms
into a bridge again

As Zak, look at the
lever again and choose: “Lydia should do something”

As Lydia,
pull the lever

The bridge transforms
into stairs

As Lydia look at the
lever and choose: “Zak should do something”

As Zak go down the
stairs (you are at the exam level now) and pull the lever there

The stairs transforms
into a bridge

As Zak, pull the same
lever again (yes, that would be pulling the same lever two times)

The bridge transforms
into stairs again

As Zak, look at the
lever once again and choose: “Lydia should do something”

As Lydia, go down the
stairs, look at the lever and choose: “Zak should do something”

As Zak, pull the lever
once more

The stairs transforms
into a bridge

The way is free now for
Lydia to cross the bridge and try to pass the

Second examination:
wisdom

Note:

On the altar you will
find eight magical books (top of the altar)

and four “descriptions”
in form of riddles in rune writing (on the blue plates on the four sides of
the altar)

Read the riddles and
assign the books to them

Push the gem under the
book to shift the book to the fitting riddle

First aid: the wanted
books that are needed for the puzzle are: SLUND (the spirit rune), KYROS
(the fire rune), AETERN (the heavens rune) and DRIA (the earth rune)

Left lever moves the
riddles around, right lever moves the books

Solution:

·At the beginning
of the examination the order of the eight books is – SLUND, undar, AETERN,
DRIA, gradion, KYROS, nexan, orlos

·The order of the
four riddles is – AETERN, KYROS, DRIA, SLUND.

After passing the 2nd
exam (congratulations!) you can see again in the crystal ball that another of
the Minotaurs is standing back.

Next task: pass the 3rd
exam

Go all the way down to
the entrance hall and, behind the dragon fountain, up the stairs (on the 1st
floor to the right is the exam room for the first exam. Remember?), past the
dining room windows and up another flight of stairs until you reach, to your
left, the door to the -

Third examination:
triumph

You open the door as
usual, enter and the examination begins. You see a burning house with
horrified little Lydia in the top middle window, waving desperately.

Goal: you must overcome
your greatest fear in life and try to rescue yourself as little Lydia

Note and solution:

Click alternately on
the door of the burning house and on little Lydia in the window

Nobody will come to
help, you must do it all by yourself

Enter the door of the
burning house (keep on clicking on door and little Lydia)

Don’t give up!

Yeah! The 3rd
Minotaur is standing back, that means that you passed all three examinations.
Well done!

Next task: go to the
upper part of the school

You exit the room and
walk up the stairs until you reach the room of the Minotaur wardens/guards.
They congratulate you and you are allowed now to enter the so far forbidden
upper part of the school.

For coming and going fast
to the different locations of this upper part, there are Teleporters and
Transmitter gates. Try the Teleporter in the middle of the room and you are
landing in the study hall (10 a). The Teleporter you just arrived is out of
order (broken) from now on!

For better orientation a
“Plan of the Teleporter” and of the “Transmitter gates” follows here (For
a bigger format click
HERE).

(Note the colours of the
different Teleporters! I’ve put numbers 1-17 beneath the place names
(translated from the German) on the plan because I don’t know whether the
producers will use the same place names as in the German version. List of
abbreviations: Teleporter = TP, Transmitter gate = TG)

Have a good look around.
Go for example from the broken Teleporter to the right, out of the room, cross
a courtyard and enter the room to the right (the Teleporter Basis). Ahhhhhhhhh,
a ghost! But that’s exactly the room you have to go next. So look for another
way. Go back to the broken Teleporter and this time go to the left, down a few
steps and up the stairs in the left background. Now, don’t go down the next
stairs but instead use the small walkway
along the right wall and you discover Celeste’s room
(12)! Enter and have a look around.
Hear what Zak has to say about Celeste, he himself and the school. You are
angry with Zak and you lock him up. He will confess now everything but you’ll
have another of these dreadful visions (so Nathaniel made Zak, the heir of
Nightingale, gives him a very important crystal ball that only a Nightingale
can touch).

After the vision ends you
will find yourself on a balcony outside the laboratory (17). Go halfway round
the tower and cross the bridge to the right (note the owl!) and enter the
laboratory. Speak with Zak. Ask him everything. Then go round the room and
read the plate on the left wall (very important message about transformation
potions!)

Next task: teleport
yourself to the Teleport control room (Basis) and activate all available
Teleporters

On the right side of the
plate you’ll find a passageway to the yellow TP. Stand on it and you will fly
(?) to a balcony with two yellow TP’s on it. Use now the other one opposite
the one you just landed and you’ll end up on a balcony with three TP’s on it.
This time use the black TP and you’ll land in the Teleporter control room
(Basis) where you have to do the

Teleporter activate
puzzle

Goal: all nine circles in
the middle of the room must shine, three in yellow, three in red and three in
blue

Note:

Through the rings in
the obelisks along the wall you can change the luminosity of the circles or
even deactivate the circles in the middle of the room

The yellow Teleporters
are already activated

Solution: number
the obelisks as seen in the picture here:

click the ring of
obelisk 3 (colours now: 3x
yellow, 2x blue, 1x red)

click the ring of
obelisk 2 (colours now: 2x
yellow, 2x blue, 3x red)

click again the
ring of obelisk 2 (colours
now: 1x yellow, 1x red,

2x blue but
unfortunately they are locked now for the time being)

click a 3rd
time the ring of obelisk 2
(colours now: 2x yellow,

2x red, 3x
blue)

click the ring of
obelisk 1 (colours now: 0x
yellow, 3x red, 3x blue)

click the ring of
obelisk 4 (colours now: 3x
yellow, 3x red, 3x blue)

All Teleporters are
activated now – let’s try them!

Next task: activate
the rune in the Art Room (2) and make a note of it

Stand on the platform
where you just lighted all the colours and you’re landing on the balcony with
the 3 TP’s upstairs. Use the red one and, after landing on a balcony 1x
upstairs with a single red TP go into the room behind you and through the
whirling blue door (that’s a Transmitter gate, TG). Now you have the choice of
two stairs: one leading down and one to the right. The Art room is to the
right. Go there, even if the world is a bit upside down around here. Look
around the Art room (you can’t do the puzzles now) and activate the rune in
the wall right of the window by clicking on it (even if Zak says you
shouldn’t). There are such rune signs in every
classroom – you have to activate them all.

Next task: go to the
North tower (3)

Go out of the Art room
and take the stairs going down (whirling door behind you). Walk all the way
round the Tower outside (1) and enter the next whirling TG. Go up the stairs
and you are in the North tower now (3). There’s a puzzle in the middle of the
room (not accessible for now) and a floating blue ball (protective
cover) to the right of the yellow TP. You want to go into Nathaniel’s
office? OK, use the yellow TP to the Statue-Tower (4) (note the floating blue
ball to the right of the TP, another protective cover) and go left over the
bridge to Nathaniel’s empty office. Note the “ship
in the bottle” and the floating blue ball to the right of it (another
protective cover). Note the locked up drawer behind
the desk. From the desk take the unreadable
parchment with the design of the white ball of your last vision.

Next task: activate
the rune in the Observatory (5) and make a note of it

Go back over the bridge
to the Statue-Tower, (note the glass ball to
the left of the room. Later on it changes the
seasons in the Herb garden!) and use the blue TP to reach the
Observatory. Hear what Zak has to say, and then activate the rune in the wall
right of the window in front of you. Have a look around the room and go also
up the stairs to the very top. Play with and make a mental note of everything,
although you can’t do the puzzles here for the time being.

Next task: go to
the bridge between the north tower and the library.

The owl will steal
your diadem and whoooosh, flies directly into the wall (make a mental note
of the exact spot where she vanished!). Follow her and meet the ghost of
Nightingale, one of the founders of the Dragonvale Academy, in front of the
holy hall (9). Ask every question.

So, you must look for
four strange objects which Zak must place into the niches in the holy
hall. To find them, you must deactivate the magical protective covers which
looks like blue floating balls, surrounded with two circles, and solve a lot
of puzzles.

Next task: go to
the North tower (3)

North tower puzzle

Deactivate the protective cover (“Dragonus enferinis”)

Solve the puzzle in the middle of the room

Note:

You have four symbols (sun, moon, star and planet). You must spread the
symbols over the square in a certain manner

Consult the hint system of the game for more information

One possible solution: see below

After solving the
puzzle, the symbols changes into numbers. Don’t make a note of the numbers,
they are the same at every game and are shown to you again later.

Next task: use
different Teleporters to the study room (11)

Go to the game table,
deactivate the protective cover (in the downright corner) and solve the

Study room puzzle

Goal: bring the dragon
into his nest in the down left corner

1

2

3

4

5

6

1

1-5

11

11-12

21

10-11

31

6-7

41

6-10

51

6-10

2

1-2

12

12-16

22

11-12

32

3-4

42

2-3

52

2-6

3

5-6

13

6-7

23

5-6

33

3-7

43

2-6

53

3-7

4

2-6

14

3-7

24

2-6

34

1-5

44

14-10

54

3-4

5

2-3

15

6-10

25

6-10

35

1-2

45

10-6

55

2-3

6

6-7

16

5-6

26

10-11

36

2-3

46

6-7

56

3-7

7

3-7

17

10-11

27

1-5

37

2-6

47

5-6

57

6-7

8

11-12

18

6-10

28

1-2

38

1-2

48

6-10

58

2-6

9

7-11

19

6-7

29

2-6

39

1-5

49

10-14

59

5-6

10

10-11

20

7-11

30

5-6

40

5-6

50

6-7

60

6-10

… only two
steps into the nest

You won an
important root (much needed for the
transformation of Zak)

Next task: go to
the Atrium (10 b) and from there to the Herb garden (14)

·Activate the
rune, to be found in the wall at the left side (screen view) of the
archway

Next task: go to
the smithy (16)

·Activate the
rune, to be found in the wall on the right side (screen view) below the
bookshelf

· Look at the
puzzle high above your head, the one with the flame sign in the middle. Too
bad, it’s too high both for you and for Zak as cat. (But not for Zak as
dragon….) For the time being…….

….your next task
is: go to the place where the oracle is (15)

Oracle Puzzle

Goal: find your way to
the Oracle (mortal remains of a dragon)

Note:

There are a lot of floating islands around you

Deactivate the protective cover left of the stone (“Dragonus enferinis”)

Look close at the first stone in front of you. You will see an engraved
dragon and above it three marks, two of them illuminated, one not

The mark corresponds with the engraved dragon, means on this and on the next
two islands you have to go forward like that: 1st island: don’t
light up the dragon, next two islands: light the dragons there by clicking
on it.

On the fourth island, you will come to a stone with marks again. Again look
how the marks are lit. So light up the dragon on this and on the next
island, but not! on the next but one. (And so on until you reach
the Oracle).

Important: it is possible that you are landing on islands where you’ve
already been. Keep strict to your latest task with the lightning up
or wiping out of the engraved dragons!

stone

dragon

marks on stone mean
...

1

out

dragon on stone 1 –
3: out, on, on

2

on

-

3

on

-

4

on

dragon on stone 4 –
6: on, on, out

5

on

-

6

out

-

7

on

dragon on stone 7 –
10: on, on, out, out

8

on

-

9

out

-

10

out

-

11

on

dragon on stone 11
– 14: on, out, on, out

12

out

-

13

on

-

14

out

-

You will get
Oracle moss here (needed for the
transformation of Zak). For the way back, ignore the marks on the stones. Go
2x the path that appears and you are landing at the starting point!

Next task: go to
the laboratory (17) to brew a potion (transformation Zak as cat into Zak as a
dragon).

Laboratory

Make the potion with
the Oracle moss in it and – WOW, what a frightening dragon!

Next task: go to
the library (8) (even if Lydia says that Zak as dragon can fly up now to the
Smithy puzzle, do the Library puzzle first)

Library puzzle

Goal: collect 4 white
glass balls and four tapestries

Note:

·The library has
hidden rooms surrounding the main room( with the staircase in it)

·There are closed
doors and niches beside them

·Open doors,
collect glass balls, look out for tapestries

·Take the glass
balls and set them in the different niches to get the door to open

·Every time you
leave a room again, don’t forget to take the glass balls back out of the
niches!

·Click
on the tapestries (otherwise they aren’t in your inventory at the end of the
puzzle!)

·Possible solution
see below: rooms are numbered 1-9, you are standing on the topmost stair,
stairs behind you

Take glass ball No. 1 from banister

Go from staircase room (standing on the topmost stair, stairs behind you!)
first to room 1 to your right, take glass ball No.
2, go back to staircase room

Then from there to room 2, take glass ball No. 3,
go directly from room 2 to room 3 and click on the
tapestry (coloured bullets) on one of the walls, all the way back to
the staircase room and

Then to room 4 and from there directly to room 5,
click on tapestry (with plants on it)

Then walk back to the main room with staircase

Then go once again to room 1 and from there directly to room 6,
click on tapestry (with rune signs for
water/fire/earth and air)

Then walk back to the
main room with staircase

Go to room 7 and from
there directly to room 8, take glass
ball No. 4,

Go back to room 7 and from there directly to room 9,
click on tapestry (with a puzzle poem on it)

Look in inventory: you
should have 4 glass balls and
4 tapestries!

Next task: go to
the Statue Tower (4) and deactivate the protective cover in the
downright corner near the yellow Teleporter

Next task: play a
bit with the glass ball where you can change the season in the herb garden (to
be found in the Statue Tower too).

Next task: go to
the Observatory (5) and solve the puzzle there

Observatory Puzzle

Take blue Teleporter
to Observatory. In the uppermost room, solve the Telescope puzzle.

Goal: find the
coordinate of the hidden constellation and let it shine on the ring of the
eyepiece

Note:

play a bit with the table where you can set the constellations in the black
sky

go to the telescope in the upper room

on your left are the coordinates (remember the Statue room puzzle??)

ask the hint system because this puzzle is very complex!

Study the
tapestry riddle

Enter the coordinates of specific constellations. Look through the telescope
to see the constellation. Identify the constellation seen by searching for
it on the constellation table at lower level

Look through the telescope again and highlight only the star that is in
reference to the tapestry riddle

Be sure that
the puzzle is done during the night. If it is daylight, step on the moon pad
to turn it to nighttime.

selecting for constellation manticor

Solution:

Enter the
coordinates 62,33,46,25 (order of the 4 numbers is arbitrary) for the
MANTICOR. Look through the telescope. Based on the tapestry riddle
click-highlight the thorn coordinate 33 only.

Enter the
coordinates 87,25,68,95 for the GRIFFIN. Look through the telescope. Based
on the tapestry riddle click-highlight the wing coordinate 87 only.

Enter the
coordinates 86,59,73,68 for the SEA VIRGIN. Look through the telescope.
Based on the
tapestry riddle click-highlight the navel coordinate 73 only.

Enter the
coordinates 11,47,32,95 for the MINOTAUR. Look through the telescope. Based
on the tapestry riddle click-highlight the biceps coordinate 47 only.

Manticor
Griffin Sea Virgin Minotaur

62, 33, 46, 25
87,25, 68, 95 86, 59, 73, 68 11, 47, 32, 95

33 => thorn
87 => wing 73 => navel 47 => biceps

numbers
from tapestry and constellation and a strange object
with a meteorite

Next task: go to
Nathaniel's office (6) and solve the puzzle there

Use the Teleporter to
the Statue tower and walk over the bridge to Nathaniel’s office. Click on the
blue floating ball to deactivate the protective cover and solve the
puzzle: “ship in the bottle”.

“Ship in the bottle”
Puzzle

Click on the bottle on
the desk and….Oooops now you’re inside the bottle, on the magic ship. Look
close at the treasure map beside the bottle. It’s essential to find your way
inside the Labyrinth.

Goal: find the magical
office of the director inside the bottle, unlock the drawer there, go back to
the real office and take a painting of Celeste. Don’t forget to push the blue
button on the left side of the open drawer!

On the treasure map look
close in which direction/cardinal point exactly the painted line exits the
square. Now, go through the door and you’re inside a Labyrinth full of stairs.
Walk the stairs as follows:

Up left (northwest)

Up right (northeast)

Down right (southeast)

Up right (northeast)

Up left (northwest)

Up left (northwest)

Up right (northeast)

You will come to
Nathaniel’s Office INSIDE THE BOTTLE. Go to the desk, unlock the drawer (you
can take nothing with you! It’s only a preparation for the real office), jump
into the bottle on the desk and now the drawer in Nathaniel’s real office is
accessible. Open it and you will find the portrait of
Celeste AND push the blue button left
of the book with the lion on it. A hidden Teleporter is now accessible. Use it
and in the hidden room take the note from the desk and try to deactivate the
floating ball/protective cover. Hmm, no chance. Look close at the so called
ghost-books in the shelf, and then go down again and via Teleporter and
transmitter door to the art-room.

Art room puzzle

Goal: solve two
puzzles and get strange object with cloud of dust

Note:

Do the puzzle on the
easel near the door first:

red, yellow,
blue, green

Look close at the
tapestry in inventory with

the
coloured bullets, search for the rune which

you
already found in the art room, use the

colours
of the rune found on the tapestry from

top to
bottom to paint a painting on the easel

(red/ yellow/ blue/ green) Oh, nice picture!

Afterwards do the
puzzle at the easel with the

two
frames

You can combine a
few of the pictures on the

wall –
you will then get new pictures

You can change
the view (easel and picture wall)

in the top
right corner of the screen

these two used
pictures

produce two new
pictures

rune replace by
landscape…

produce two
new pictures

dragon-slayer replace by

silhouette
produce two new

pictures

forest replace by
Celesteproduce….

… a
strange object with soul dust

Next task: go to
the smithy

Smithy (no puzzle here for the
time being)

Zak confesses that
he’d rather be a human being again. Problem is, neither he nor Lydia knows the
receipt. They have to ask the ghost of the wizard Nightingale. To meet him, go
via teleporter to the study hall. Talk with him and afterwards go to
Nathaniel’s office and in the hidden room and try again to deactivate the
floating ball with the new password. Hurray! Solve the….

Nathaniel’s
office/hidden room

Ghost library puzzle

There is a blue book at
the bottom of the shelf. Try to take it and it changes to the topmost shelf.

Goal: move the blue book
above the white book.

1. violet

2. red

3. green

4. red

5. green

6. red

7. violet

8. red

9. green

10. red

11. red
(right)

12. violet

book above the
white one blue book

Only then can you
take the blue book

Go back to Nightingale’s
ghost in the study hall, give him the blue book and he will write the needed
magic formula in Zak’s magic book.

Next task: go to
the herb garden to solve the puzzle in the greenhouse

Herb garden puzzle

Goal: you need to grow
three different plants that corresponds together

Note:

Look close at the tapestry with the flowers in your inventory. You’ll see,
that some plants doesn’t grow together and some plants are totally
incompatible with any other plant but also, that there exists plants that
grow together very well.

Some plants grow only in a certain season

You can change the seasons for the herb garden with the glass ball to be
found in the tower with the statues

COLOUR

COMBINATIONS

NO

YES

red

white, blue

green, violet

white

red, green

blue, violet

violet

green

white, blue, red

green

violet, white

Blue, red

blue

red

white, green,
violet

The specification
is on the tapestry for combinations of the flowers; one yellow, orange
and pink cannot deduce with other colours. After the table remains
"white, blue, violet" as the only solution.

violet
(summer), white and blue (winter) flowers

You will get another
strange object, this time
with a floating pearl in it.

Next task: go to
the smithy (after another vision) and solve the puzzles there

Smithy puzzle

Goal: you must solve
three different puzzles here

Note:

·look close at the
respective tapestry in the inventory with the runes for FIRE /AIR / EARTH and
WATER

·you need to know
the rune sign for FIRE

·first solve the
puzzle right on the wall, high above your head, then solve the puzzle at the
four furnaces and last solve the puzzle on the pedestal in the middle of the
room

select
the fields 1, 2, 3, 4 in the left picture and you will get a blue flame

select3, 3, 3, 2, 2, 4,
4, 2, 4

select
the four fields with “X” (runes for fire) and get …

… the 4thstrange object,

this time
with a “cold” flame inside.

(Notice
the illustration of the four

symbols of
the rune of fire under the table)

Next task: go to
the laboratory and transform Zak as dragon into a human being again

Laboratory

After talking to the
owl,

·take a bit from
the claws of Zak as dragon

·transform Zak into
a wolf, take saliva

·transform Zak into
a cat, take hairs

·now transform Zak
into a human being again

Next task: go to
the holly place and solve, as Zak, the puzzle

Holy Place puzzle

secret entrance
to the sacred place

Holy Place

read the epigram
above the four niches

look in inventory
at the four strange objects,

especially
what they contain

combine in your
mind the objects with the

elementary
words of the epigram

allocate the four
objects in the four adequate

niches

according to the
epigram from left to right: meteorite,
pearl,
soul dust and flame

The ring on the
portal is now lit,

but you have to
solve another puzzle

until the portal
opens:

the symbols
inside the ring must be lit too

Inside the Holy Place
talk to Nathaniel and show him through your visions (glass balls) your
knowledge.

Celeste's memories inside six balls

his faults are demonstrated to Nathaniel with the

balls 3,
6, 2, 1, 4
and5
from left to right

Very sad ending of a
beautifully made game

(“Oh look, a shooting
star, Celeste has found her place in the sky”)

THE
END

This solution was
provided to GameBoomers and may be neither changed nor published also in
clippings or used in another way without permission!